My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
RIP

2 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse Goblin Machine Archer Queen Monk

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Wizard Electro Giant Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Bandit Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Electro Giant Bandit Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Bandit Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Hog Rider Clone Bandit
Giant Snowball
Bats Hog Rider Clone
Zap
Bats Clone Bandit
Barbarian Barrel
Wizard Clone Bandit Electro Wizard
The Log
Hog Rider Clone Bandit
Earthquake
Hog Rider Clone
Arrows
Bats Clone
Royal Delivery
Bats Hog Rider Wizard Clone Bandit Electro Wizard
Fireball
Hog Rider Wizard Clone Bandit Electro Wizard
Poison
Bats Wizard Clone Electro Wizard
Lightning
Wizard Bandit Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Clone Electro Giant Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Clone Bandit Hog Rider Electro Wizard Wizard Electro Giant Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Bats Clone Bandit Hog Rider

Attack Synergies 2 12

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Hog Rider Mega Knight Clone Bandit
Hog Rider
Bats Wizard Bandit Electro Wizard Mega Knight
Wizard
Hog Rider Bandit Mega Knight
Clone
Bats Electro Wizard
Electro Giant
Bandit
Bats Hog Rider Wizard Electro Wizard Mega Knight
Electro Wizard
Hog Rider Clone Bandit Mega Knight
Mega Knight
Bats Hog Rider Wizard Bandit Electro Wizard

Defense Synergies 0 9

Bats
Bandit Electro Wizard Mega Knight
Hog Rider
Wizard
Bandit Electro Wizard Mega Knight
Clone
Electro Giant
Bandit
Bats Wizard Electro Wizard Mega Knight
Electro Wizard
Bats Wizard Bandit Mega Knight
Mega Knight
Bats Wizard Bandit Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Wizard Electro Wizard
Bats Bandit Electro Wizard Mega Knight
Mega Knight Bats Bandit Electro Wizard
Bats Bandit Electro Wizard Mega Knight
Mega Knight
Bats Bandit Electro Wizard Mega Knight
Bats Electro Wizard Wizard
Electro Giant Bandit Electro Wizard Mega Knight
Bandit Electro Wizard Mega Knight
Bats Electro Wizard Wizard Electro Giant Bandit Mega Knight
Bats Wizard Electro Wizard
Mega Knight Bats Wizard Bandit Electro Wizard
Wizard Mega Knight Bats Electro Wizard
Bandit Electro Wizard Mega Knight
Electro Giant Bandit Electro Wizard Mega Knight
Wizard Mega Knight Bats Electro Wizard
Mega Knight Bats Wizard Bandit Electro Wizard
Wizard Bats Bandit Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Bats Electro Giant Bandit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mega Knight Electro Giant Bandit Electro Wizard
Bandit Electro Wizard Wizard Mega Knight
Bandit Mega Knight Bats Electro Wizard
Mega Knight Bats Bandit Electro Wizard
Bandit Mega Knight
Wizard Electro Giant Bats Electro Wizard
Bats Bandit Electro Wizard
Mega Knight
Electro Wizard Mega Knight Bats Bandit
Mega Knight Bats
Mega Knight Electro Giant Electro Wizard
Mega Knight Wizard Bandit
Wizard Electro Giant Mega Knight
Electro Giant Electro Wizard Bats
Bats Mega Knight Wizard Electro Giant Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Bandit
Bandit Electro Wizard
Bandit
Wizard Mega Knight
Wizard Electro Giant Bats
Wizard
Wizard
Wizard Bandit
Bats Electro Wizard
Wizard Bandit Electro Wizard
Wizard
Bandit
Bandit
Wizard Bandit
Wizard Bandit Mega Knight
Bats
Wizard Bandit Electro Wizard Mega Knight
Wizard Electro Giant Mega Knight
Mega Knight
Wizard
Electro Giant Wizard Mega Knight
Wizard Bandit Electro Wizard
Wizard Bandit Mega Knight
Bandit
Bats Wizard Electro Giant Electro Wizard
Electro Wizard Bats Wizard Electro Giant
Wizard Bandit Mega Knight
Electro Wizard
Mega Knight
Wizard
Electro Wizard Bats Bandit
Wizard Electro Wizard
Wizard Electro Wizard Mega Knight
Wizard
Electro Giant
Mega Knight
Electro Giant Bats Electro Wizard
Bats Electro Wizard
Electro Giant Bandit Electro Wizard Mega Knight

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